Here is what we know about Turn Undead as it stands today:
Turn Undead Check
This is the check to determine the Hit Dice of the most powerful enemy you can turn. This is also the value which must be DOUBLE (unless you have the Mighty Turning enhancement) the Hit Dice of the undead you are turning in order to instantly destroy them.
Current Turn Undead Check Formula= 1D20 + Charisma Modifier
Charisma Modifier
Base Stat Calculations:
Build Description Base Stat Level Up Points Tomes Enhancement Bonus (EQ) Insightful Bonus Quality Bonus Exceptional Bonus Profane Bonus Artifact Bonus Ship Buffs Completionist Feat Reaper Bonus (helm) Human Racial Enhancement Tree Class Enhancements Epic Destiny Twist of Fate Epic Feats Racial Past Lives Total Charisma Non-Human Non-Max 16 0 7 17 7 4 2 2 2 2 2 2 0 0 0 0 0 0 63 Non-Human Non-Max CHA-Focused 18 0 7 17 7 4 2 2 2 2 2 2 0 0 0 0 0 0 65 Human Max 18 5 7 17 7 4 2 2 2 2 2 2 4 4 6 5 4 2 95 Human Non-Max 16 0 7 17 7 4 2 2 2 2 2 2 4 0 0 0 0 0 67 Human Non-Max CHA-Focused 18 0 7 17 7 4 2 2 2 2 2 2 4 0 0 0 0 0 69
Resulting Modifiers (respectively):
+26
+27
+42
+28
+29
Turning Check Result Highest Hit Dice Turned Up to 0 Turning Value -4 1 - 3 Turning Value -3 4 - 6 Turning Value -2 7 - 9 Turning Value -1 10 - 12 Turning Value +0 13 - 15 Turning Value +1 16 - 18 Turning Value +2 19 - 21 Turning Value +3 22+ Turning Value +4
As you can see, even without much investment in Charisma, it is very easy to get to a +22 modifier. This means that no matter what the result of your D20 roll is, you will always gain the MAXIMUM bonus to the highest hit dice turned value.
Turning Bonuses
Note: The first 4 bonuses are found on items and do not stack, however Insightful Faith will stack with the other bonuses. So, based upon these values, it would seem the best combination for item bonuses would be Eternal Faith, Silver Flame and Insightful Faith. Also, each of the above bonuses is hyperlinked for convenience of reference.Code:Turn Level MaxHD TotalHD Hallowed +0 +2 +0 Eternal Faith +2 +2 +4 Sacred +2 +0 +0 Silver Flame +0 +0 +6 Insightful Faith +2 +2 +4 TOD RS Set +3 +0 +0 Imp Turning(E) +3 +0 +6 Imp Turning(F) +1 +0 +0 Past Life: Cleric +6 +0 +0 Seek Eternal Rest +4 +0 +0 Aureon's Instruction +2 +4 +4 Bane of the Restless +6 +6 +6
So... what is the maximum Hit Dice an undead mob can have and still be effectively turned?
This is where some confusion comes in with the current system. According to the Wiki it is your "Turning Value" plus the bonus based on the D20 roll and your Charisma modifier (IE: Turn Undead Check Bonus). My understanding then, is that the current formula for Turning Value is: Cleric Level + Turn Level Bonus + MaxHD Bonus and that your Turn Undead Check Bonus will be added to this to determine your Total Turning Value. Your Total Turning Value must be greater than the Hit Dice of an Undead Mob to successfully "turn" it at all and must be DOUBLE the Hit Dice of an Undead Mob in order to instantly destroy it. (With Mighty Turning if the Total Turning Value is greater than or equal to the Hit Dice of the mob then it is destroyed.)
Here is an example of how this bonus calculates at level 20:
Cleric Level = 20
Turn Level Bonus = 2 (Eternal Faith) + 2 (Insightful Faith) + 3 (Improved Turning Enhancement) + 6 (PL: Cleric) + 4 (Seek Eternal Rest) + 2 (AI) + 6 (BoTR) = 25
Turn Level Bonus (max) = 2 (Eternal Faith) + 2 (Insightful Faith) + 3 (Imp Turn Enh) + 6 (PL: Cleric) + 4 (Seek Eternal Rest) + 3 (TOD RS Set) + 1 (Imp Turn Feat) + 2 (AI) + 6 (BoTR) = 29
Max HD Bonus = 2 (Eternal Faith) + 2 (Insightful Faith) + 4 (Aureon's Instruction) + 6 (BoTR) = 14
Turn Undead Check Bonus = 4 (as it is easy to max this value as shown above)
Total Turning Value = 20 (Cleric Level) + 25 (29*) (Turn Level Bonus) + 14 (MaxHD Bonus) + 4 (Turn Undead Check Bonus) = 63 (67)
*Most players IMO will not take either the feat or the TOD set bonus so while I have included the max numbers in parenthesis, 63 is where I believe MOST clerics built with turning in mind will land.
So, how many Hit Dice do undead mobs have?
There has been some (limited) discussion around the Hit Dice of undead mobs in DDO, however here is one of the places where DEV contribution would really help. It is said that most undead mobs have Hit Dice equal to their CR. If this is true, then for "endgame" undead (using the Vampire Knights from Mark of Death as an example) you can expect a CR of 41 (per the DDO Wiki: http://ddowiki.com/page/Vampire_Knight) on normal. Assuming a 1:1 ratio for Hit Dice:CR then this would give them 41 Hit Dice, making them (at least in theory) able to be turned. There is, however, no CR listed for Hard or Elite settings. If, like the Reanimated Corpses of Fleshmakers Laboratory, the CR more than doubles for Elite, then they would have over 80 Hit Dice. Or, if the formula to determine Hit Dice is not 1:1 but is say they gain 1.5 Hit Dice for every CR then it would be 62 Hit Dice for the Vampire Knights on Normal (placing it just within reach of what is currently achievable even with multiple past lives and farmed gear).
But wait... there's more!
Per the D&D monster manuals (not sure how this translates into DDO directly), some mobs have Turn Resistance. Essentially what this does is artificially inflate a mobs Hit Dice but only for the purpose of "saving" against Turn Undead Checks. This means they don't actually get any extra HP, but are much more difficult to turn.
Questions for the DEVs
- How are Hit Dice for undead mobs determined? (is it based off of CR? is there a "standard" formula?)
- Do mobs have Turn Resistance? (if so, how much do they get? is there a "standard" formula?)
Turn Undead Damage
This roll determines the total number of hit dice you are able to affect with your Turn Undead (assuming your check was successful).
Current Turn Undead Damage Formula = 2d6 + Effective Cleric Level + Total Hit Dice + Charisma Modifier (Paladins get a -3 to level).
Total Hit Dice Bonus = 6 (Silver Flame) + 4 (Insightful Faith) + 6 (Improved Turning Enhancement) + 4 (Aureon's Instruction) + 6 (BoTR) = 26
This would be: 12 (Best Possible Dice Roll) + 45 (49) (Class Level + Turn Level Bonus {see chart above}) + 26 (Total Hit Dice Bonus) + 22 (42) (Charisma Modifier) = 105 (129)
This means that the total number of Hit Dice (among all mobs in the radius of the Turn Undead Check) cannot exceed 105 (or at most 129) in order for the Undead to be effectively "turned". Assuming that Mighty Turning automatically applies the least number of Hit Dice in order to "destroy" them (IE: the Turn Undead Damage roll does not "use up" double the Hit Dice of each mob being affected, but rather only their actual Hit Dice), the cleric will be able to turn (at most) 2 "endgame" undead mobs (or none depending on Hit Dice scaling in Elite and Reaper). One key thing to keep in mind is that EVERY mob that is within the radius of your initial Turn Undead Check cannot be "turned" again. So, if there is a group of 7 undead and you only successfully "turned" 1 of them, the other 6 just also gained immunity to all of your future attempts.
Questions for the DEVs
- Is my assumption correct regarding how Mighty Turning affects Hit Dice utilization in the Turn Undead Damage roll?
- Is the immunity gained from being within the radius of an initial Turn Undead Check WAI? (it does follow the rules of PnP) Will it continue to work this way?
Other Considerations
#1
Some non-red name/non-boss mobs are simply warded against turning. This, IMO, should be changed. Given how difficult it is to build and gear a toon to be an effective "turner" (without limiting your function within a group or outside of fighting undead things)... giving any undead mobs blanket immunities to turning feels wrong. If there is currently a mechanic which is granting some mobs Turn Resistance, then (IMO) this (much like Spell Pen is to DCs) is a much better "check" against unmitigated insta-kills via the Turn Undead ability than blanket immunities.
#2
Equipment. Clerics waited a LONG time for bonuses to turning to be consolidated onto one piece of gear. When we finally did get it (Epic Seraphim) it had Sacred and Hallowed instead of Eternal Faith and Silver Flame. Would love to see some more options and it would be really nice to see the DEV team introduce NEW gear enhancements which exceed the thresholds of the old gear enhancements. This could provide one way for Turn Undead to scale into Legendary Elite/Reaper.
#3
Currently, all of the bonuses are additive... maybe one (or two) multiplicative bonuses could be added. For instance, the top turning bonus in the RS tree could say double the player's Turn Level Bonus. Maybe there could an "EPIC TURNING" feat added which doubles both the player's Turn Level Bonus as well as their Total Hit Dice Bonus? This would require some additional AP (and an EPIC FEAT), however could at least make turning possible in every difficulty of game play.
#4
Undead mobs which have deathblock and would otherwise be destroyed but a successful Turn Undead attempt are completely unaffected by the attempt. However, the same mobs are affected by the "cower" affect when they are successfully turned but not destroyed.
Here are some other useful links for further reading:
guardianx2009's "Cleric's Guide to the Turn Undead" (Some data presented above taken from this thread and I really appreciate those who put work into this before me. Thank you guardianx2009!)
DDO Wiki- Turn Undead
Official 3.5e Turn Undead
DnD4 Wiki- Turn Undead
5th ed Turn Undead